Remove Debug Remove Engineering Remove Mesh Remove Texture
article thumbnail

Godot 4.0 optimization progress report

Mircosoft Game Dev

are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API. There are special versions of meshes to render when doing shadow maps or depth pre-pass.

Culling 52
article thumbnail

Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Beta 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Beta 52
article thumbnail

Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. Import: Print a warning when importing a repeating NPOT texture in a GLES2 project ( GH-48817 ). Import: glTF: Improved error handling around invalid images and invalid meshes ( GH-48904 , GH-48912 ). like all future 3.3.x

article thumbnail

Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games. SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). What can it do? How do you use it?

article thumbnail

Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Beta 52
article thumbnail

Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Fix Tab key usage in the inspector ( GH-71271 ).

Beta 110